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Chiara Meliani; Syifa Qonita Khairunnisa; Kowiyah Kowiyah

Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 International Forum of Researchers and Lecturers

This research aims to analyze the comparison of using contextual learning media (concrete) involving technology in improving the mathematics learning outcomes of first-grade elementary school students.  The research method used is a qualitative method with a descriptive approach.  Data collection was conducted through observation, interviews, and documentation to understand students' interactions with creative learning media and its impact on their understanding of basic mathematical concepts.  The results of this study indicate that the use of learning media, both contextual (concrete) and involving technology, such as visual aids and educational games, can increase students' interest in learning, help them understand the material more easily, and have a positive impact on their mathematics learning outcomes.  It is hoped that the use of innovative and creative learning media can continue to be applied in mathematics education to support the cognitive development and interest of students in mathematics from an early age.  However, the use of concrete learning media involving counting boards and jumping frogs is hindered by time efficiency.

Siti Raudah; Asrul Bahar; Sri Handajani; Any Sutiadiningsih

Jurnal Motivasi Pendidikan dan Bahasa 2024 International Forum of Researchers and Lecturers

Learning media is one of the most important things in the learning process, so innovation is needed so that the media can overcome problems that exist in schools. This study focuses on the development of interactive learning multimedia assisted by lectora inspire on the sub-element of food safety for students of SMK Kuliner Phase E. The purpose of this study was to determine the feasibility of interactive learning multimedia assisted by lectora inspire software based on media expert tests, material expert tests and student responses. This research method uses R&D with the ADDIE development model, the process used through four stages, namely analysis, design, development and implementation. The data collection instruments used are material expert validation sheets, media expert validation sheets, and student response questionnaires. The data analysis technique used is quantitative descriptive analysis using a Likert scale. The results of this study show the percentage of material expert eligibility of 92%, media expert validation of 90% and student responses of 83% with very feasible criteria. Thus, interactive learning multimedia assisted by lectora inspire on the sub-element of food safety for students of SMK Kuliner Phase E that has been developed is feasible for use in learning

Jamalika Bunga Nur Siammukaromah; Noor Hujjatusnaini

Manfaat : Jurnal Pengabdian Pada Masyarakat Indonesia 2024 Asosiasi Riset Ilmu Tanaman Dan Hewan Indonesia

Education through the Merdeka curriculum, particularly the Pancasila Student Profile Strengthening Project Module (P5), focuses on the development of students' character and skills. The implementation of the aquaponics system in madrasahs is expected to enhance students' scientific understanding, critical thinking skills, and environmental awareness. This community service method includes the planning, implementation, and evaluation of the aquaponics system at the school to support P5PPRA. The research findings indicate that the application of the aquaponics system at the school successfully improved students' understanding of ecosystems, as well as technical skills and teamwork in system maintenance. In conclusion, the aquaponics system is effective as a learning medium that supports the implementation of the P5PPRA module.

Ulin Ni'am; Yuni Yuni

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2024 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

The purpose of this research is to find out how Abu Bakar As-Siddiq, the fifth grade winner of MIN 04 Trimo Rejo creates interactive learning multimedia on SKI subjects by using video. Learning media must complement other learning components as part of the system. The aim is to facilitate learning activities as efficiently as possible. Abu Bakar As-Shiddiq, the fifth grade winner of MIN 04 Trimo Rejo, explains video-based interactive learning on SKI material in this post. The ADDIE model is used in this research. According to ADDIE, learning design creates learning through analysis, design, development, implementation, and evaluation phases. Learning system design development methodology is used to explain the research and development design process. Primary data collected through distributing questionnaires is the required data source. Participants in this study include media experts, material experts, and students. Nurul Huda University Sukaraja PGMI 6B students participated in this study. The interactive video is suitable for the application of learning, and the results of learning validation are rated as good.

Nurmuti’ah Kaltsum; Risnovita Sari

Jurnal Insan Pendidikan dan Sosial Humaniora 2024 International Forum of Researchers and Lecturers

Family well-being is very important for the lives of individuals and communities. A happy and The problem with learning German grammar at the A2 level is that many students still struggle to understand sentence structure, especially when using the perfect tense, subordinate clauses with "weil," and the genitive case. Students often find it challenging to remember grammar rules and how to apply them in sentences. The aim of this study is to develop interactive learning media in the form of Kodular-based applications to address these issues and support learning German grammar at the A2 level. The app is designed with relevant grammar materials and uses the 4D model development method (Define, Design, Develop, Disseminate), which reaches only the development stage without dissemination. The app was created on the visual platform Kodular, which enables users to develop Android apps without programming knowledge. The results show that the app is an effective learning medium, with a validation score of 90 (excellent) for the material content and 92.5 (excellent) for the media aspects. With a file size of 5.08 MB, this application enables users to learn German grammar independently anytime and anywhere.

Herman Jufri Andi; Zainurrahman Zainurrahman; Faizil Muqoddas; Lukluk Ibana; Syaiful Bahri

Bhinneka: Jurnal Bintang Pendidikan dan Bahasa 2024 Universitas Palan

Development Module is the process of creating or refining an educational module. This module can consist of lesson materials, study guides, or learning packages designed to achieve specific learning objectives. A good learning module is usually organized systematically, refers to competency standards, and uses various engaging learning media. This research uses the Research and Development (R&D) method conducted at SMA Darun Najah.The purpose of the research is to increase students' interest in learning. The research results show that the PjBL-based module can enhance students' interest in learning. This was determined by giving a questionnaire to students containing several questions, and the students' responses indicated that the module could boost their enthusiasm for learning.

Syarifatul Musyarofah

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to determine the effectiveness of using story framework media in improving the ability to write fantasy story texts for class VII students at Junior high school 5 Cimahi. Writing fantasy story texts requires creativity, developing imagination, and the ability to organize story lines well. Based on initial observations, many students still have difficulty writing structured, creative and coherent fantasy stories. This research uses a qualitative descriptive method to describe the facts that emerged during the research through observation and questionnaires. Data was collected through observation sheets which included plot development, characterization, use of language, and creativity. Based on the results of the analysis, 39% of students achieved the Very Good category, 50% the Good category, and 11% the Poor category with an average score of 81.9, which is classified as Good. Thus, story framework media is effective in helping students develop better and more structured fantasy story text writing skills. It is hoped that this research can contribute to the development of more innovative and effective Indonesian language learning methods

Attamimi, Aqilah; Imran

Jurnal Inovasi dan Pengabdian Kaa Mieera (JIPKAM) 2024 Politeknik Negeri Fakfak

In regional infrastructure development activities, concrete mix design is a crucial aspect that must be mastered to ensure construction projects are carried out according to plan, meeting cost, quality, and time targets effectively and efficiently, while also being accountable. CV. Marapi Jaya, a construction service company operating in Fakfak Regency, serves as a partner in this Community Service initiative. CV. Marapi Jaya, along with local participants, will be guided and trained through the activity titled Enhancing Technical Skills of Construction Practitioners in Fakfak Regency Through Normal Concrete Design Clinic.The training employs a learning by doing method, focusing on concrete mix design procedures in compliance with SNI (Indonesian National Standard). The materials provided to participants include: an introduction to SNI methods and its design components, calculations for normal concrete mix design, and estimation of material requirements. At the end of the training, participants will receive practical sessions on designing normal concrete mixes and their components.Through this clinic, aligned with SNI standards, the program aims to improve the understanding and skills of participants, including staff from CV. Marapi Jaya and groups of indigenous Papuans engaged in construction services. The outcomes of this community service activity include a publication in an accredited SINTA 6 journal and an article in print or electronic local media documenting the event

Nili Ariani; Maulida Sari; Hafizah Nuraini Ghani; Abdul Aziz

Jurnal Motivasi Pendidikan dan Bahasa 2024 International Forum of Researchers and Lecturers

This study aims to develop and design Media based on Educational Games Wordwall and Educaplay on fiqh muamalah material class IX MTs Hidayatul Muhajirin. In order to increase the learning interest of ninth grade students at MTs Hidayatul Muhajirin. The method used is development research (R&D) with the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. The research subjects consisted of 26 ninth grade students of MTs Hidayatul Muhajirin. Data was collected through Google Form after the use of the media, as well as feedback regarding students' learning experience. The results showed that the use of this educational game significantly increased students' interest in learning. The average score of students' interest in learning before the use of the media was 60, which increased to 92 after implementation. In addition, students showed higher enthusiasm for learning and actively participated in class activities. This study concludes that educational game-based learning media can be an effective alternative in increasing students' interest in learning. It is hoped that the results of this study can make a positive contribution to the learning process at MTs Hidayatul Muhajirin and become a reference for further learning media development.

Amelia Permata Sari

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The author discusses this title on the background that preschool children in the process of learning to read have difficulty understanding reading teaching materials, one of which is about letter recognition because this is a new experience. Based on these problems, the author aims to design/design a reading learning media for preschoolers (kindergarten) based on Multimedia using Adobe Flash. The method used in the research is the research and development (R&D) method, which is a research method used to produce certain products and test the effectiveness of products with Blackbox. The research results of this reading learning media design for preschoolers (kindergarten) are: (1) This reading learning media uses the Luther-Sutopo multimedia development model which is carried out in six stages, namely the concept, design, material collecting, assembly, testing and distribution stages. (2) The final result of this reading learning media design is a compact disk (CD) that can be run using media on a computer and does not require another system to run it.  

Olgaviani C.Namu; Maria D. Kono; Mikael M.K. Sare; Yohanes B. Siki; Sisilia E. Lidyawati +2 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The program of efforts to improve the quality of educational facilities and infrastructure services at TKK St. Michael Baobolak, the development of economic literacy in the Maryke Village community aims to improve the quality of educational services at TK St. Michael Baobolak through the provision of facilities and infrastructure that are still inadequate, such as teaching aids, reading books, and play equipment. Thus, it is expected to create a more conducive and enjoyable learning environment for children, and support their optimal growth and development. This study uses a qualitative approach with a descriptive method. Data were collected through direct observation, interviews with related parties such as the principal, teachers, and staff, as well as documentation related to educational facilities and infrastructure at TKK St. Michael Baobolak. The results of the study showed that this program succeeded in improving the quality of educational facilities and infrastructure services at TKK St. Michael Baobolak. On the other hand, the results of this activity have also provided coloring tools and alphabet posters. Coloring tools, such as crayons, colored pencils, and markers, are very important media to stimulate children's creativity. Through coloring activities, children not only train their fine motor skills, but also develop their imagination and ability to express themselves. Meanwhile, alphabet posters serve as effective visual aids to help children recognize letters and build the foundations of reading skills, thus having a positive impact on their well-being.

Ni’am Nur Wafa’; Ibadullah Malawi; Sukarmi Sukarmi

RISOMA : Jurnal Riset Sosial Humaniora dan Pendidikan 2024 Asosiasi Ilmuwan Pendidikan, Sosial, dan Humaniora Indonesia

An action that results in the existence of several planned activities and actions taken to accomplish a goal is called implementation. A set or system of plans and arrangements relating to educational resources that can direct teaching and learning activities is called a curriculum. With a variety of intracurricular learning opportunities, the independent curriculum allows students to freely study all the material and facilitates the development of deeper concepts. The purpose of this study is to: (1) Determine how differentiated learning is implemented in SDN Bacem's grade IV mathematics classes, (2) To determine the elements that facilitate and hinder the use of differentiated instruction in the autonomous curriculum for SDN Bacem's grade IV mathematics courses. This researcher does field research using a descriptive qualitative methodology. The study's findings demonstrate that: (1) Three crucial learning components of differentiated learning the content/content element, the process aspect, and the product aspect are applied in this autonomous curriculum. (2) Learning materials such as books and learning media are available to promote differentiated learning. Additionally, there are other constraints that hinder varied learning, such as a lack of infrastructure and resources and instructors' limited time to execute it.

Yuspan Jailani Lubis; Rizka Harfiani

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to optimize the use of technology-based learning media and textbooks in the teaching of Islamic Religious Education at SMP Muhammadiyah 57 Medan. The current issue in learning is the limited utilization of technology that supports effective learning interaction and the lack of media variety used in delivering material. This research employs a qualitative method through observation, interviews, and document analysis. The findings reveal that the use of technology-based media such as infocus, laptops, and visual materials significantly improves students' understanding of Islamic Religious Education topics. Textbooks still play a crucial role as a primary supporting medium, but integration with technology results in a more dynamic and engaging learning interaction. Challenges include limited infrastructure and teacher training, but these can be addressed with school management support and continuous professional development.

Haikal Cahaya; Ida Putriani; Ida Putri Rarasati

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research evaluates the effectiveness of using game-based learning media, MAGECAH, in teaching Mathematics on the topic of fractions in the 4th grade at SDN Nglegok 1 Blitar. The method used is a quasi-experiment with a nonequivalent control group design. The sample consists of 52 students, divided into experimental and control groups. Research instruments include tests, questionnaires, observations, and documentation. The analysis results show that the MAGECAH media significantly improves students' understanding, with a t-test significance value of 0.000. This media is also considered effective in making learning more interactive and engaging. Thus, MAGECAH can become an innovative alternative in Mathematics learning, particularly in the topic of fractions, to improve students' learning outcomes.

Claudia Ratna Ningsih; Eylen Yossi Siagian; Ezra Natasya Hutabarat; Putri Octavia Simbolon; Nanda Claudia Pardede

Jurnal Budi Pekerti Agama Kristen dan Katolik 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This research aims to analyze the role of Indonesian language teachers in building students' character based on Christian values ​​in the digital era, how teachers try to maintain a balance between the use of technology and instilling moral values, the challenges faced in this process, and the strategies applied in language learning Indonesia at SMA Swasta Parulian 1 Medan. This research uses a qualitative descriptive method, which aims to describe and understand phenomena in depth through data collection from interviews and documentation. Research data was collected through direct interviews with Indonesian language teachers and students at SMA Swasta Parulian 1 Medan. The research results show that teachers strive to maintain a balance between the use of technology and the cultivation of moral values ​​through an effective approach and collaboration with other parties. The main challenge faced is the negative influence of digital media on students' character, but this can be overcome with consistent moral guidance. The role of Indonesian language teachers in shaping students' character in the digital era is very important, and consistent moral guidance is able to overcome the challenges posed by the development of digital technology.

Winda Winda; Anisa Anisa; Abdul Aziz; Dewi Aulia; Muhammad Hasan

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning is still teacher-focused, students often feel bored in learning, especially learning fiqh, therefore this study aims to increase student activeness in fiqh learning at MTs Islamiyah through the development of learning media in the form animation videos and games “Open the Box”. Learning that still focuses on the teacher causes students to feel bored and lackluster. By utilizing technology, this research develops interesting interactive media to support the teaching and learning process. The method used is research and development (R&D) with the ADDIE model. The results showed that the use animated videos and educational games can increase student motivation and engagement in fiqh learning.

Fahmy Syahputra; Teuku Naufal; Echon Haqnizo; Wahyu Ramadhi; Naomi Pranatasyah +2 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advances in augmented reality (AR) technology have opened up new possibilities in learning, such as help with mathematics. The aim of this research is to develop a simple interactive learning application for building rooms based on AR technology using Unity and Vuforia Engine. This application is designed to help students understand spatial geometry concepts visually and interactively so as to increase interest and understanding of the subject matter. This application development uses Unity as a development platform and Vuforia Engine as an SDK to facilitate AR integration.  This application creates a more interesting learning experience and supports the visualization of geometric objects such as cones, cubes, tubes, balls and pyramids. AR technology allows students to interact with these objects in a 3D environment, which can be very helpful in clarifying concepts and formulas that are difficult to understand using traditional learning media. It is hoped that this research can provide innovative solutions to improve the quality of geometry learning in schools.

Arozatulo Bawamenewi; Riana Riana

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

The learning process involves interaction between teachers and students to achieve effective and efficient educational goals. Learning media plays an important role in improving students' understanding and attracting their interest and attention to the material being taught. In today's digital era, the development of information and communication technology has made it possible to use various types of learning media, such as videos, animations, and interactive applications, which makes the learning process more interesting and enjoyable. This study aims to analyze internal and external factors that affect the effectiveness of the use of technology-based learning media on student learning motivation. The method used in this study is qualitative with a descriptive approach, involving students of the Indonesian Language and Literature Education study program. The results of the study show that the use of interactive learning media, especially videos, is very effective in improving students' understanding of concepts and stimulating their active involvement in the learning process. The availability of media that suits the needs of students and learning goals is essential to create a fun and productive learning atmosphere. The selection of the right learning media, based on student needs and learning objectives, can significantly improve the quality of education. The use of technology in education, especially technology-based media, provides opportunities to create a better learning experience, encourage student motivation, and achieve more optimal learning outcomes.

Nurlaely Nurlaely; Rizki Fitrianto

The development of science and technology that is not balanced with facilities, infrastructure and teacher skills in teaching in schools has caused a decline in mathematics learning achievement of grade II students from year to year. Although this problem has been improved, it has not been resolved. So another solution was made by using the ADDIE model assisted by miniature flat shape media. The problem is, is there a difference in learning achievement using the ADDIE model assisted by miniature flat shape media with learning achievement using the conventional model? The research design was a pretest-posttest control group design. The instruments used were achievement tests and student learning activity observation sheets. The data analysis technique in this study used an initial analysis using a normality test and a test of equality of two means and a final analysis using a normality test and a t-test. The result was that the initial analysis of the two samples was normal and the average was the same. While the final analysis of the two normal samples and the t-test stated that t count = 4.036> t table = 2.025 so that there was a difference in the average mathematics learning achievement of those who received instruction using the ADDIE model assisted by miniature flat shape media with those who used the conventional model.

Sondang Lubis

Sinar Kasih: Jurnal Pendidikan Agama dan Filsafat 2024 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

The purpose of this research is to understand that the current development of technology has brought about a phenomenon known as flexing. People who frequently show off their wealth, possessions, and achievements on social media are referred to as flexing. This study employs expert theories related to the spirituality of modesty, particularly A. Setyo Wibowo's theory, which emphasizes sophrosyne (moderation). Modesty teaches individuals to live sufficiently, without excess. The study uses a qualitative research method with a phenomenological approach. Data collection techniques include observation and in-depth interviews. The findings of this study suggest that the phenomenon of flexing should be addressed through the spirituality of modesty by practicing gratitude in all circumstances, learning self-control, and living with love. Thus, society and social media users are encouraged to always embrace the spirituality of modesty.